public PatrolState(EnemyStateHandler enemyState) { enemy = enemyState; movementHandler = new EnemyMovementHandler(enemy.gameObject); patrolWaitTimer = 0; nextWaypointIndex = 0; }
void Awake() { stateHandler = GetComponent <EnemyStateHandler>(); playerDetection = GetComponent <PlayerDetection>(); movement = GetComponent <EnemyMovement>(); gunHandler = GetComponent <EnemyGunHandler>(); }
public StateWalk(EnemyStateHandler _stateHandler, Enemy _enemy, Direction initialDirection, bool _triggerAtWall, bool _triggerAtLedge, bool _triggerAtAlly, float initialSpeed) : base(_stateHandler, _enemy) { direction = initialDirection; triggerAtWall = _triggerAtWall; triggerAtLedge = _triggerAtLedge; triggerAtAlly = _triggerAtAlly; speed = initialSpeed; filter = new ContactFilter2D(); filter.useTriggers = false; }
public LookOutState(EnemyStateHandler enemyState) { enemy = enemyState; ResetVariables(); }
public EnemyState(EnemyStateHandler _stateHandler, Enemy _enemy) { enemy = _enemy; stateHandler = _stateHandler; Start(); }
void Awake() { colorController = GetComponent <EnemyColorController>(); stateHandler = GetComponent <EnemyStateHandler>(); }
void Start() { stateHandler = GetComponent <EnemyStateHandler>(); colorController = GetComponent <EnemyColorController>(); ignoreEnemyLayer = ~(1 << 11); }
void Awake() { navAgent = GetComponent <NavMeshAgent>(); waypointHandler.enemyHeight = navAgent.height; stateHandler = GetComponent <EnemyStateHandler>(); }
public StateWaitDamage(EnemyStateHandler _stateHandler, Enemy _enemy, float _fallbackDuration) : base(_stateHandler, _enemy, _fallbackDuration) { }
public AttackState(EnemyStateHandler enemyState) { enemy = enemyState; ResetVariables(); }
public ChaseState(EnemyStateHandler enemyState) { enemy = enemyState; movementHandler = new EnemyMovementHandler(enemy.gameObject); pathRefreshTimer = GameManager.Instance.pathFindingRate; }
public StateWait(EnemyStateHandler _stateHandler, Enemy _enemy, float _duration) : base(_stateHandler, _enemy) { duration = _duration; }